Mod | Save | ||
---|---|---|---|
STR | 14 | +2 | +2 |
DEX | 17 | +3 | +3 |
CON | 18 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
INT | 13 | +1 | +1 |
WIS | 16 | +3 | +3 |
CHA | 20 | +5 | +5 |
Greater Magic Resistance. The rakshasa automatically succeeds on saving throws against spells and other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or alignment.
Fiendish Restoration. If the rakshasa dies outside the Nine Hells, its body turns to ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Nine Hells.
Multiattack. The rakshasa makes three Cursed Touch attacks.
Cursed Touch. Melee Attack Roll: +10, reach 5 ft. Hit: 12 (2d6 + 5) Slashing damage plus 19 (3d12) Necrotic damage. If the target is a creature, it is cursed. While cursed, the target gains no benefit from finishing a Short or Long Rest.
Baleful Command (Recharge 5–6). Wisdom Saving Throw: DC 18, each enemy in a 30-foot Emanation originating from the rakshasa. Failure: 28 (8d6) Psychic damage, and the target has the Frightened and Incapacitated conditions until the start of the rakshasa’s next turn.
Spellcasting. The rakshasa casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Mage Hand, Minor Illusion
1/Day Each: Fly, Invisibility, Major Image, Plane Shift
Are you talking about Eldritch Blast? Eldritch Blast is indeed a spell... it is a cantrip. It is found in the spells category, requires a "ranged spell attack" and does have components (V, S). "The spell creates more than one beam when you reach higher levels..." etc. etc. etc.
I just made this comment about the Beholder... I recall them being more intelligent. Part of a master of manipulation's ability is not only Charisma, but a high intelligence as well.
Rakshasa could revive in the Nine Hells in 2014 too. It was just in the flavour text rather than the stat block.
It's an overall improvement, making them auto succeed instead of straight up immune is better, but it's still such a "f you" to spellcasters that it pretty much isn't playable. and changing it to all spells is just weird - "oh, a 9th level Blade of Disaster or Imprisonment? nah, I'm built different". I get wanting to give them something beside a simple damage attack, but why do you have to give everything AoE's? they're already supposed to be master manipulators that never fight alone, why not choose to reflect that in their abilities.
also, ik this is nitpicking, but the old vulnerability (to Good aligned characters) made for cool roleplay and meaningful lore, while the new one is a niche "oh no! you've read my statblock!" weakness that just doesn't make sense when you actually think about it.
This actual real world lore of Rakshasa is that one was slain by the hero using a crossbow that was somehow blessed I believe with holy water. So like the vampire dnd has taken in the real world story of it. Back in 3rd a rakshasa could be one shot if shot by a blessed crossbow bolt. So I think this more lines up with the actual lore.
This monster is so broken it's insulting. So, a 20th lv cleric wielding a mace couldn't hurt this with physical Or magical attacks, and even if they turned it it would immediately regenerate with a new body at full stats? Am I missing something here? This is so overpowered it's disgusting.
It lost its weapon immunity. It can die inside the Nine Hells and it can take half damage from spells, not complete immunity. Not to mention Rakshasa are designed as spellcaster counters, it makes sense they do well against spellcasters, This is just complaining about a scenario that does not exist (party-less cleric).
The ability to cast Plane Shift is definitely more about being able to get out of Dodge, at least insofar as combat is concerned. While a Rakshasa could certainly have the same intent as you're describing, they wouldn't be able to just appear back in the thick of things: the destination is described in general terms, not a specific location, except in the case of a unique teleportation circle.
I'm not sure whether I agree with your sentiment about the amount of time required for the restoration to happen. I certainly get the flavor of the fiend seething for months or years to get their revenge, and I think a surprise assassination attempt long after the players have forgotten about their victory could be a cool scenario, but I think most of the time I'd rather the party either slayed the bad guy for good or are incentivized to go after them on their home turf expediently.
Wizards introduced this concept in 2022 as part of Monsters of the Multiverse, and people were up in arms about not being able to Counterspell those things. It was really just about having quick cantrip-like attacks that could be flavored and enhanced in various ways. Most spells are still just spells, so at best we could complain about a Rakshasa not being completely overtuned?
At least with dragons, they specifically are casting spells rather than using these spell-like attacks.
Interestingly enough, we've had the inverse of that... the Froghemoth, for example, suffers from two debilitating effects when it takes Lightning damage. LOL
Which is probably why they don't have any 9th-level spells. I personally would have to really seriously consider granting a Rakshasa the use of high-level spells, but that's just me. :)
The Lich is one of many monsters that has an attack that sounds like and is obviously inspired by a spell while not being a spell. :)
The new version gives a very specific and objective qualification. Alignment is a subjective and malleable construct, and many DMs/players don't even use it.
It would be less about "you've read my statblock" and more about "you did the research to find in-game lore about what you might be able to do against a Rakshasa". :)
It's actually much more in line with its CR. The 2014 version's Hit Points were probably about half what they should have been, and its damage was a joke. This one is basically right where it should be in terms of offense and defense, and it offers a monster that can't just be blasted away by spellcasters... melee characters actually become more useful against something like this.
Reading this, with baleful command, on a save, they don't take damage right? The save is for damage and both effects? A lot of spells the save would prevent half damage and the condition, but failure is the only time there appears to be damage.
just making sure I have this right before throwing it at my party haha